11-20-2019, 12:07 AM
Airbrone is a status that in many cases is used as an set up for follow up attacks, usually it needs a very specific set up you can only pull off on your own when you are in perfect range. Now what I think is a bit sad about this, is that how airborne works currently you can not help a team mate set up a combo like this.
For Example, two Kenseis fight together:
Kensei A, gets into position via one of his skills and uses Raijinken to lift him up, he can not follow up any further but there is his buddy Kensei B to get in position and Sheranzan them. This is currently not possible because the airborne status ends with the turn of the causer. Meaning even if you use skip, they will land, not allowing any team mates to utilize on your set up.
Another tactical layer thats missing thanks to that is, that if someone airbornes you, but you happen to be a class that benefits from it and he didn't do anything to drop you down again, you are in for a counter attack posisbly utilizing the set up he gave you.
I think this is a bit sad as it takes away tactical layers in teamfights, so I wanted to purpose a change to when Airborne status ends on serval conditions:
1.) At the end of the turn
2.) On the turn of the person airborne doing anything to drop them again. (Aka using not airborne actions.)
3.) On any knockback/Knockdown?(Maybe, would be fun if it was a forced crash people into ground for like 5*Knockback distance blunt damage and a little "Crash effect" animation for extra shonen, not needed though.)
4.) Any damage that exceed 5% their health?(Optional I don't think airborne is such a strong status that it warrants basically just one action)
Reasoning is mostly to allow more synergy in team fights, or utilize the airborne set up the enemy has put you into.
For Example, two Kenseis fight together:
Kensei A, gets into position via one of his skills and uses Raijinken to lift him up, he can not follow up any further but there is his buddy Kensei B to get in position and Sheranzan them. This is currently not possible because the airborne status ends with the turn of the causer. Meaning even if you use skip, they will land, not allowing any team mates to utilize on your set up.
Another tactical layer thats missing thanks to that is, that if someone airbornes you, but you happen to be a class that benefits from it and he didn't do anything to drop you down again, you are in for a counter attack posisbly utilizing the set up he gave you.
I think this is a bit sad as it takes away tactical layers in teamfights, so I wanted to purpose a change to when Airborne status ends on serval conditions:
1.) At the end of the turn
2.) On the turn of the person airborne doing anything to drop them again. (Aka using not airborne actions.)
3.) On any knockback/Knockdown?(Maybe, would be fun if it was a forced crash people into ground for like 5*Knockback distance blunt damage and a little "Crash effect" animation for extra shonen, not needed though.)
4.) Any damage that exceed 5% their health?(Optional I don't think airborne is such a strong status that it warrants basically just one action)
Reasoning is mostly to allow more synergy in team fights, or utilize the airborne set up the enemy has put you into.